Pointer in the editor; new screenshots and an editor section in the README

Scenes for the screenshots come from export_scenes (src/scenes.rs) and are
taken with tools/screenshots.py in the Playwright image.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Richard ZinkandClaude Opus 5.5 committed 2026-11-05 18:31:10 +01:00
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@@ -22,7 +22,7 @@ An evil little dungeon game for the browser - in glorious pixels, in 3D, for fre
</p>
<p align="center">
<img src="docs/screenshots/title-battle.png" width="820" alt="The title screen with the endless bridge battle">
<img src="docs/screenshots/title-battle.png" width="820" alt="The title screen: the endless battle between a lava river and an underground river">
</p>
---
@@ -63,7 +63,7 @@ with them, up to golden armour, a crown and a halo. With the level come abilitie
to *step through shadows*, the chainbreaker to spin like a *whirlwind*.
<p align="center">
<img src="docs/screenshots/bridge-battle.png" width="820" alt="A battle at a bridge over an underground river">
<img src="docs/screenshots/bridge-battle.png" width="820" alt="A battle on a tongue of rock between lava and water">
<br><i>The knights brought a bridge. How thoughtful. Now they're bringing it back, one piece at a time.</i>
</p>
@@ -98,6 +98,36 @@ caves, rival masters, and me, telling you the story. With tea.
<br><i>A dwarf cave, master. Nice dwarves. Don't go too close. - And this is where every game begins: in the dark.</i>
</p>
<p align="center">
<img src="docs/screenshots/lava-light.png" width="820" alt="Lava lights up the dungeon, torches on stands in a big hall">
<br><i>Lava glows ten tiles wide, master, and my imps put torches on stands where the walls are too far away.</i>
</p>
## Build your own campaigns
> *You want to torment heroes your own way? Fine. The* **campaign editor** *is right in the title menu - in the same
> graphics as the game, no tools needed.*
<p align="center">
<img src="docs/screenshots/editor-campaign.png" width="400" alt="The campaign graph: missions as cards, linked by next missions and branches">
<img src="docs/screenshots/editor-map.png" width="400" alt="The map editor on the 3D map with the zone tool">
<br>
<img src="docs/screenshots/editor-triggers.png" width="400" alt="Triggers of a mission: zone entered, line crossed, zone claimed, ...">
<img src="docs/screenshots/editor-blocks.png" width="400" alt="The block editor with message, objective, variable and spawn blocks">
</p>
- **Campaign graph**: missions as cards; drag arrows for the next mission and for branches (another goal reached
first leads elsewhere). Save as a file, online, and publish for every player on the server.
- **Maps**: a random map rolled once per run of the campaign, or a painted one - start from the generator and paint
ground, rooms, veins, the core, portals, the hero gate, units, towers, traps, knight fortresses and rival masters,
with brush, rectangle, fill, mirroring and undo. Trigger zones are drawn right on the map.
- **Scripts as blocks**, no code: a start script, victory and defeat checks, a clock, and triggers - zone entered or
left, line crossed, zone claimed or dug, units in a zone, timers, a unit or tower falls, values, rooms, spells,
slaps, research. Problems are marked red while you build.
- **Test play** right from the editor, with the trigger log and the variables on screen; **co-op** for editor
campaigns. *Open the demo* in the editor shows every trigger at work. Details: [docs/CAMPAIGN_EDITOR.md](docs/CAMPAIGN_EDITOR.md),
[docs/MISSION_SCRIPTING.md](docs/MISSION_SCRIPTING.md).
## Meet the household
<p align="center">